zUkUu, who's one of the people recording the frame data for Street Fighter X Tekken v2013 for the community's use, discovered an interesting bug with Paul, specifically that he sometimes receives less block stun than he should while he's standing. I've recently begun to do all the Framedata for the DLC characters in the game via recording the footage and counting frames until the jump frames appear. That method is reliable. HOWEVER, since there seemed to be differences for a few values that were done by a fellow frame tester, I was pretty clueless what the problem was. I've done all my recording with PAUL as dummy and it seems HE is the problem. Some moves cause less block stun on him, and on him ONLY. (I've tested Cody's f.mp on the whole cast for that purpose)
I've only tested the moves from Cody for now, but he alone has already a good number of moves that cause 1F LESS BLOCK STUN:
f.MP => +1 on block (0 on Paul)
Knife s.lp => 0 on block. (-1 on Paul)
c.lp => +1 (0 on Paul)
LP Bad Stone => +5 on Block (+4 on Paul)
MP Bad Stone => +3 on Block (+2 on Paul)
HP Bad Stone => +1 on Block (0 on Paul)
EX Bad Stone => +8 on Block (+7 on Paul)
Note: That only seems to occur against Paul STANDING. When he crouches he seems to receive normal block stun.
And while we're at it, Paul has another glitch. When you Charge Attack Dash Cancel (51+ frames) so your next attack is a counter hit, and then do a regular EX Smasher, it does NOT counter hit. ONLY for EX Smasher, normal Smasher and any other move still counter hits.
Combofiend: Thanks Zukuu for finding this out, this is quite interesting. I don't know if it's necessarily game breaking as there's only a one frame block reduction, on a standing Paul, who's fastest standing attack (s.lp) has been increased by one frame as well. If anything it makes his s.lp a 4 frame attack as it was before. I do agree however, that it could possibly create a slight balance issue.
I will pass these findings along to the dev team as I'm sure this was probably unintentional.
Paul pees low-quality beer and poops steak, he eats lead and he breathes the smell of gasoline. Paul comes from an age where men were men and people liked play characters they could have a bear with. None of this school girl, moe, kawaii, bull**** that can be found in every Japanese game. As such, it makes me happy that he is finally playable in SFXT.
It's not game breaking nor does hurt Capcom's wallet.
If anything, it's a pretty cool glitch since he is the best in the universe, check it out.
"Combofiend: Thanks Zukuu for finding this out, this is quite interesting. I don't know if it's necessarily game breaking as there's only a one frame block reduction..."
TRUE MEANING: Zukuu get a f*ckin life if you think we're gonna spend development costs and go through a whole new recertification process for this 1 frame blockstun reduction on one character who is already unbalanced.
What about Paul's weird screen freeze? Ex charge cancel into qcf punch always causes that zoom and the pause like the launcher does. Very weird.
I like the idea of more individual characters. This is a way to make characters more individual. There might be a character, that 'is good' against crounching medium punches and another one that 'is good' against Roundhouses.
But if there is only a single character with a bonus like that, i don't like it.
@ 15 / Danny 2 times
That's not a glitch. That's something that Capcom added every time that move got a counter hit. It should be in one of the patch notes.
Sooo... how is this not game changing? Doesn't this mean that he is able to respond to certain moves better than everyone else? I'm sure someone here on EH can find a scenario where Paul can punish a string that no other character can because of this "glitch", even if the difference is only 1 frame.
I can see it now... "This move is a good tool to use on your opponent, unless your opponent is using Paul."
Desk is probably making a video as we speak.
When I watch streams, almost everyone uses Paul. I didn't think I could see more of Paul than I already was, guess I was wrong. SFxT streams will just lose my interest for a while (again) until the hype surrounding him dies down a little. Watching the same character over and over is boring, and Paul is one of the less entertaining to watch IMO.
Paul does ridiculous damage the way it is.
Ridiculous.
Nerf him, LAW, Hwoarang and Guy as well please.
oh god, another patch pc is going to have to wait for...
Because people are lazy when it comes to learning. They don't know that losing actually helps you learn...which is a shame. Paul really isn't that awesome anyway...regardless of his good damage. But I must agree that the advantage, no matter how slight, must be changed due to the fact that it is unfair to all other characters.
The user "Eternal" from SRK digged deeper into the subject and found presumably what causes this:
"Found the culprit causing the Paul blockstun issue. They messed up paul's guard animation timing. While they moved "Damage" scripts into a common file, "Guard" scripts are still stored inside each individual characters .bac / .bcm files.
Here is what the script header for all other characters (at least the half dozen I checked) looks like (this example is taken from Ken)
<Script Name="GUARD_ML" Offset="0x83f4L" HitboxStart="-0x1" HitboxEnd="0xf" IASA="0x10" End="0x11" _Unk4="0x60" XOffset="0.0" ScriptFlags="0x0" EndsOn_="0x0" Loop_="0x0">
This is what the script header for Paul's Guard_ML
<Script Name="GUARD_ML" Offset="0x85d0L" HitboxStart="-0x1" HitboxEnd="0x11" IASA="-0x1" End="0x11" _Unk4="0x60" XOffset="0.0" ScriptFlags="0x0" EndsOn_="0x0" Loop_="0x0">
If you notice they are basically identical other than the offset (not important AFAIK) and the "IASA" value which judging by what I know from SF4 modding IASA stands for "Interrupt As Soon As" (in the SF4 mod tool it is called "Interrupt at Frame") and the "hitbox end" value is different. I'm not sure what the Hitbox End does as there is no actual hitbox for the move and we've yet to figure out what that value does in SF4. However the interrupt as soon as value being -1 instead of 10 likely is the reason.
Likewise the only applies to Pauls Guard_ML, Guard_MM, not any of his other guard scripts. That is why for instance, Cody's knife c.LP and f..MP have 1F less blockstun but his close s.HP has the same blockstun on paul as everyone else."
Thanks @36 zukuuSo for the elaboration, but was it intended or by mistake? Does that happen with any other character ?
So some hits lose 1 frame against Standing block. Let them fear frame-trapping a standing Paul! lol! I remember Desk talked about things not working against Paul btw. removing it won't make a big difference.
@39
A 100% unintentional. He is the only one and only this specific guard animation.
And yeah, it doesn't matter much, but it should still be fixed as it's still an advantage. And hey, I'm maining Paul since day 1, and could keep this for myself, enjoying the little advantage, but I still reported it, as I'd feel dirty knowing this while winning. lol
This was intentional.
Ain't the best in the universe for nothin'.
@29 yes all 3 of those chacters especially law dude is safe on everything he does and players get rewarded for doing bs moves
"Learn the matchup"
"stop bitching about it"
"It doesn't matter, so start playing instead of crying"
typical responses to Paul's frame advantage.
But God forgives the same is given to the Akumas, Ryus and Kazuyas because OH FÛCK NO ALL HELL WILL BREAK LOOSE. And the same people telling everyone to fûck off here, will be the one bawling when it happens.
So yeah, you guys make a whole lot of sense sometimes...
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